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All artwork, layout, trade dress, character names and settng speci� c elements, including the names “Bloom” and “The Bloom Role-Playing Game” contained herein are hereby deliniated as “Product Identity.” All charts, tables and system modi� cations are hereby declared Open Game Content according to the terms detailed below.

APPENDIX A: Open Game License

OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. 1. De� nitions: (a)”Contributors” means the copyright and/or trademark owners who have contributed Open Game Content; (b)”Derivative Material” means copyrighted material including derivative works and translations (including into other computer languages), potation, modi� cation, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)”Open Game Content” means the game mechanic and includes the methods, procedures, processes and routines to the extent such content

CREDITSThe Bloom Role-Playing Game

WRITTEN AND DEVELOPED BY:Travis Legge

COVER ILLUSTRATION BY:Drew Pientka and Travis LeggeLAYOUT & TYPESETTING BY:

Travis LeggeINTERIOR ART BY:

BloomFilm, LLC

DISCLAIMERThis book contains rules, setting material and fi ction that use the occult, the

supernatural, horror, urban fantasy, sex, violence, vampirism, cannibalism, religion and various potentially offensive subjects and elements in order to tell make-believe

stories.

It is only a game.Nothing in here is real.

If you cannot handle that:Don’t play.Don’t read.Get help.

Everyone else: enjoy!

THANK YOU Our backers from IndieGoGo:

You made it happen! Your support is the only reason you have this book before you.

Rejoice!What you have done is mighty.

SPECIAL THANKS TO:Steve Heiden, Daniel McDorman, Joe Vial, and the amazing cast & crew of Bloom

Get the fi lm at DriveThru RPG!480p version http://rpg.drivethrustuff.com/product/144665/Bloom-SD

1080p version http://rpg.drivethrustuff.com/product/144666/Bloom-HD

CREDITS

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LEGAL

does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identi� ed as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but speci� cally excludes Product Identity. (e) “Product Identity” means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or e� ects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identi� ed as Product identity by the owner of the Product Identity, and which speci� cally excludes the Open Game Content; (f ) “Trademark” means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in terms of this agreement. 2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must a� x such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. 3.O� er and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. 4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content. 5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have su� cient rights to grant the rights conveyed by this License. 6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. 8. Identi� cation: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. 9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. 10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. 12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so a� ected. 13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15. COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateli� , Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson

Modern System Reference Document Copyright 2002-2003, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Je� Grubb, Rich Redman, Charles Ryan, Eric Cagle, David Noonan, Stan!, based on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker., Netbook of Feats Copyright 2000 Fantasy Netbook Community Council - Authors: Agustín Martín, Alan Sullivan, Alan Z. Eisinger, Albert Nakano, Anne Trent, B. Marcus Lindberg, Bradley H. Bemis Jr., Brendan Quinn, Brian A. Smith, Carl Cramér, Chris Meravi, Curtis Bennett, Daniel Langdon, David Spitzley, Dominique Crouzet, Eric D. Harry, Ian Cheesman, Jerry M. Chaney II, John O. Lamping, Jose Lira, Joshua Turton, Marcus Lindberg, Mark Koh, Michael J. Kletch, Paul W. King, Peter K. Campbell, Rafael Arrais, Rebecca Glenn, Rick Coen, Robert Michael Ogilvie, Scott Metzger, Sigfried Trent, Steven J. Damon, Sébastien Adhikari, Terje Kristian Backman, Timothy S. Brannan, Troy Lenze, Tyson Neumann, William Batok, William Setzer, ANYTHING GOES COMBAT Copyright 2001, Anne Trent, Sigfried Trent, ANYTHING GOES LONG Copyright 2001, Joshua Turton , BODY COMBAT Copyright 2001, Carl Cramér , CLEAVE ASUNDER Copyright 2000, Michael J. Kletch and Revised by the Netbook of Feats Review Board , CLINCH Copyright 2000, Carl Cramér , DUCKING SHOT Copyright 2001, Albert Nakano , IMPROVED COMBAT FOCUS Copyright 2000, Michael J. Kletch, IMPROVISED WEAPONS Copyright 2001, Carl Cramér, WEAPON JUGGLE Copyright 2001, Carl Cramér, ATTRIBUTE TRAINING Copyright 2002, Rick Coen, FORTUNE Copyright 2001, Carl Cramér, HARDY BRAWLER Copyright 2001, Bradley H. Bemis Jr., LIGHT SLEEPER Copyright 2001, Carl Cramér, SILVER SPOON Copyright 2001, Sigfried Trent, Revised by the Netbook of Feats Review Board SKILLED Copyright 2002, Alan Sullivan, UNCANNY REACTION Copyright 2002, Ian Cheesman, Book of All Spells, Copyright 2003, Fast Forward Entertainment, Inc, Cloud Warriors, Copyright 2003, Fast Forward Entertainment, Inc, Codex Arcanis, Copyright 2001, Paradigm Concepts, Inc., Complete Monstrous Fighter’s Compendium, Copyright 2003, Fast Forward Entertainment, Inc, Complete Monstrous Undead Compendium, Copyright 2003, Fast Forward Entertainment, Inc., Complete Monstrous Wizard’s Compendium, Copyright 2003, Fast Forward Entertainment, Inc., d20 Modern Price Guide Copyright 2005 O� world Endevours, Devil Player’s Guide, Copyright 2003, Fast Forward Entertainment, Inc., Dragons, Copyright 2001, Alderac Entertainment Group. Dungeons, Copyright 2002, Alderac Entertainment Group., Encyclopedia Arcane-Chronomancy, Copyright 2002, Mongoose Publishing., Encyclopedia Arcane-Constructs, Copyright 2002, Mongoose Publishing. Encyclopedia Arcane-Elementalism, Copyright 2002, Mongoose Publishing. Encyclopedia Arcane-Enchantment, Copyright 2002, Mongoose Publishing. Encyclopedia Arcane-Illusionism, Copyright 2002, Mongoose Publishing. Encyclopedia Arcane-Chronomancy, Copyright 2002, Mongoose Publishing. Encyclopedia of Demons and Devils II, Copyright 2002, Fast Forward Entertainment, Inc. Encyclopedia Divine-Shamans, Copyright 2002, Mongoose Publishing., EverQuest: Role Playing Game Player’s Handbook, Copyright 2002, Sony Entertainment America, Inc., Evil, Copyright 2001, Alderac Entertainment Group., Forged in Magic, Copyright 2002, Paradigm Concepts, Inc. Gods, Copyright 2002, Alderac Entertainment Group., Good, Copyright 2002, Alderac Entertainment Group., Magic, Copyright 2002, Alderac Entertainment Group., Mercenaries, Copyright 2002, Alderac Entertainment Group. Monster, Copyright 2002, Alderac Entertainment Group. The Quintessential Cleric, Copyright 2002, Mongoose Publishing, The Quintessential Druid, Copyright 2002, Mongoose Publishing, The Quintessential Paladin, Copyright 2002, Mongoose Publishing, The Quintessential Witch, Copyright 2002, Mongoose Publishing, The Quintessential Wizard, Copyright 2002, Mongoose Publishing, Relics and Rituals, Copyright 2001, Clark Peterson, Spells and Magic, Copyright 2002, Bastion Press, Inc. , Spells & Spellcraft, Copyright 2002, Fantasy Flight, Inc., Undead, Copyright 2002, Alderac Entertainment Group, Villains, Copyright 2002, Bastion Press, Inc., War, Copyright 2000, Alderac Entertainment Group, Contagion, Copyright 2004, Aegis Studios, Contagion Setting Companion, Copyright 2004, Aegis Studios, Adoration of the Magi, Copyright 2004, Aegis Studios, Divine and Infernal, Copyright 2005, Aegis Studios, Contagion Revised Edition, Copyright 2006, Aegis Studios, Virulence, Copyright 2007, Aegis Studios, Hidden Races, Copyright 2007, Aegis Studios, Creature Collection Copyright 2000, Clark Peterson, Relics & Rituals Copyright 2001, Clark Peterson, Creature Collection 2: Dark Menagerie Copyright 2001, White Wolf Publishing, Inc., World of Darkness Rulebook Copyright 2004, White Wolf Publishing, Inc., Vampire: The Requiem Copyright 2004, White Wolf Publishing, Inc., Mage: The Awakening Copyright 2005, White Wolf Publishing, Inc., Werewolf: The Forsaken Copyright 2005, White Wolf Publishing, Inc., World of Darkness: Chicago Copyright 2005, White Wolf Publishing, Inc., Monte Cook’s Arcana Evolved Copyright 2005, Monte J. Cook, Promethean: The Created Copyright 2006, White Wolf Publishing, Inc., Changeling: The Dreaming Copyright 2007, White Wolf Publishing, Inc., Monte Cook’s World of Darkness Copyright 2007 White Wolf Game Studio/CCP NA, Purgatorio Copyright 2012, Aegis Studios, Inferno Copyright 2012, Aegis Studios, Contagion Second Edition Copyright 2013, Aegis Studios, Contagion Survival Guide Copyright 2014, Aegis Studios, Contagion Gamemaster Screen Copyright 2015 Aegis Studios, The Bloom Role-Playing Game Copyright 2015, BloomFilm, LLC.

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TABLE

OF

CONTENTS

CREDITS 2 CHAPTER 1: BASIC RULES 5 CHAPTER 2: CHARACTER CREATION 7 CHAPTER 3: ABILITY SCORES 15 CHAPTER 4: DERIVED SCORES 18 CHAPTER 5: OCCUPATIONS 25 CHAPTER 6: CHILDREN OF THE NIGHT 30 CHAPTER 7: SKILLS 36 CHAPTER 8: FEATS 78 CHAPTER 9: GEAR 99 CHAPTER 10: COMBAT 136 CHAPTER 11: GAMEMASTERING 166 BLANK CHARACTER SHEET 170 APPENDIX: BACKER NPCS 171 Sa

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Welcome to the Bloom Role-Playing Game. Like any game there are rules of play, which players and Gamemasters will use to determine the outcome of various confl icts. Many situations within a role-playing game are handled through character interaction and role-play. A player declares the actions he would like to take, or speaks the dialogue his character would say, and the other players or the Gamemaster respond by describing the actions or relaying the dialogue of characters or NPCs. In many dramatic situations, the rules of the game are not necessary as confl ict, drama and story are resolved through interaction. When simple narration will not resolve an issue, or when there is a chance that the characters may fail their attempted actions, the rules come into play. Players roll dice as directed within the rules to determine the outcome of such attempted actions.

The core mechanic of the Bloom Role-Playing Game governs the vast majority of dice rolls. The core mechanic relies on the use of one twenty-sided die (hereafter referred to as a d20) to determine success or failure. The Gamemaster is the fi nal arbiter in any situation. Yes, this means that the Gamemaster may freely ignore these systems, as the story requires.

THE CORE MECHANICWhenever you attempt an action that has some chance of failure, you roll a twenty-sided die (d20). To determine if your character succeeds at a task you do this:

• Roll a d20.• Add any relevant modifi ers.• Compare the result to a target number, a.k.a the Diffi culty Class (DC).

If the result equals or exceeds the target number, your character succeeds. If the result is lower than the target number, you fail.Any action which the character’s relevant trait exceeds the DC of the roll has virtually no chance of failure and does not require

a dice roll. This includes the following situations:

• A skill check where the character’s skill total exceeds the DC of the skill check by at least 1.• Any saving throw where the character’s save modifi er equals the save DC.• An attack roll where the character’s attack bonus is greater than the target’s defense +5 after calculating all pertinent modifi ers.

CRITICAL FAILUREA character can critically fail a dice roll, botching the job with horrible results. Any skill check, ability check, or attack roll can be botched. A character that rolls a “natural 1” (the d20 comes up a 1) on one of these rolls is likely going to fail, and could have disastrous results. If a natural 1 is rolled, the character must make a second roll at the original DC. If the second roll is failed, then the character critically fails. The results of a critical failure are left to the Gamemaster, and can range from embarrassing to potentially lethal. It is best to let the punishment fi t the crime with botches. If a character critically fails a Stealth check, have them rustle their clothing or step on a twig, making a loud noise that alerts others to their presence. A critically failed Seduction check would probably result in the character embarrassing themself. Saving throws and damage rolls are not subject to critical failure.

CRITICAL SUCCESSIt is likewise possible for a character to critically succeed, accomplishing some task with an extraordinary degree of profi ciency. Any skill check, ability check or attack roll can critically succeed (or “crit” for short). If a character rolls a “natural 20” (the d20 comes up a 20), the character has critically succeeded. Under most circumstances, when a character crits, he achieves whatever he set out to do and does so well enough

BASIC

RULES

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that there is an added effect. A critical success on a Knowledge (Science) test might tell the character what he wanted to know about a certain subject and also tell him additional history about the theories and experiments that led up to the current thinking on the subject.In combat, critical successes are referred to as Critical Hits, and more information on the subject can be found in Chapter 10: Combat

THE DICEDice rolls are described with expressions such as “3d4+3,” which means “roll three four-sided dice and add 3” (resulting in a number between 6 and 15). The fi rst number tells you how many dice to roll (adding the results together.) The number immediately after the “d” tells you the type of die to use. Any number after that indicates a quantity that is added or subtracted from the result.

DICE NOTATIONThese rules use the following die notations:d4 = four sided died6 = six sided died8 = eight sided died10 = ten sided died12 = twelve sided died20 = twenty sided died% = percentile dice (a number between 1 and 100 is generated by rolling two different ten-sided dice. One (designated before rolling) is the tens digit. The other is the ones digit. Two 0s represent 100.) As an alternative, many hobby shops do carry 100-sided dice as well.

ROUNDING FRACTIONSUnless otherwise notes within the rule description, if you wind up with a fraction, round down, even if the fraction is one-half or larger. A notable exception is the

damage roll, which has a minimum of 1 when rounded due to fractions.

MULTIPLYINGSometimes a rule calls upon you to multiply a number or a die roll. In these cases, simply multiply the number normally.

The remainder of this book will expand upon the basic concepts laid out here. When in doubt regarding the rules, defer to the information above. As always the Gamemaster is the fi nal arbiter and may freely adjust or alter the rules to suit the needs of the story.

Note to Gamemasters: While the Gamemaster is the fi nal arbiter of all rules, and essentially the referee of the game, this is a position that comes with a certain amount of responsibility. Ensure that you are always treating your players fairly and refrain from altering the rules without a story-based reason. Make sure your players feel that they are being treated respectfully and fairly, otherwise you will very quickly fi nd yourself without any players. Don’t be a bully.

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In the Bloom Role-Playing Gameeach player will create a character. This character’s actions will be directed by the player according to the rules, within the context of the story created by the Gamemaster. Players should give careful consideration to the character they choose to play. It is important to consult with the Gamemaster before beginning the character creation process, as he may have house rules for character creation or specifi c ideas for the types of characters he would like to see in the campaign. There are several options available for playable characters in the Bloom Role-Playing Game, but not all of them would make for a functional group of players. An obvious example would be if some players created monster hunters while others created vampires. While this type of character spread could make for an interesting game, many Gamemasters would fi nd it unwieldy and diffi cult to bring together such opposed characters. The purpose of the game is generally to have fun working together toward common goals, so it is important to craft characters that have common ground. Feel free as you are creating your character to jump forward to the specifi c chapters in this book for more information on the various facets of your character. Character Creation in the Bloom Role-Playing Game is refl ected through a point-based asset purchase system. This helps enforce game balance by ensuring all characters begin on a level playing fi eld. While some Gamemasters may wish to deviate by offering more or less creation points for their game, the standard number of Character Creation points given to starting characters is 200.

Step One: Purchase Ability ScoresEach character in the Bloom Role-Playing Game is represented by a number of game traits, but none are so central to determining the potentials and pitfalls, strengths and weakness of a character than the Ability scores. The Abilities are six

numbers that affect almost every die roll made. These scores also help determine some derived scores such as hit points (also referred to as HP). Ability scores range from zero to infi nity. The normal human range is 3 to 18, though some extraordinary characters can go even higher. Abilities affect a character’s hit points, defense, skill checks, and attacks: nearly every facet of a character traces back to the six ability scores in some way.Every character in the Bloom Role-Playing Game has six basic Ability Scores:

Character Creation Cost: 2 points per rank.

Ability Modifi ersEach ability has a modifi er ranging from –5 to +infi nity. Table: Ability Modifi ers shows the modifi er for each score. The modifi er is the number you apply to the die roll when your character tries to do

something related to that ability. You also use the modifi er with some numbers that

CHARACTER

CREATION

Table: Ability SummaryAbility SummaryStrength Physical power.

Agility Coordination, agility, refl exes, and balance.

Stamina Health and stamina.

Intelligence Learning and reasoning.

Awareness Common sense, Awareness, and intuition.

Presence

Force of personality, persuasiveness, personal magnetism, ability to lead, and strength of will.

Table: Ability Modifi ers Score Modifi er

1 –52–3 –44–5 –36–7 –28–9 –1

10–11 012–13 +114–15 +216–17 +318–19 +420–21 +522–23 +624–25 +726–27 +828–29 +930–31 +10Etc…

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aren’t die rolls. A positive modifi er is called a bonus, and a negative modifi er is called a penalty.

Nonabilities It is possible for a creature to have a score of “none” (also referred to as a nonability). A score of “none” is not the same as a score of “0”. A score of “none” means that the creature does not possess the ability at all. On the occasion where a creature must make a roll based on a nonability or where a nonability is part of the equation to determine a derived score, treat the nonability as having a modifi er of +0.

Step Two: Select OccupationA character may hold any number of jobs throughout his life, but the benefi ts of a starting occupation are only applied once, at the time of character creation.

Characters may purchase one occupation from the available selections and apply the benefi ts to the character as noted in the occupation’s description. The full benefi ts of Occupations are described in Chapter 5: Occupations. Note that purchasing an occupation is not mandatory, but is highly recommended.

Academic - Librarians, archaeologists, scholars, professors, teachers, and other education professionals.Character Creation Cost: 10 points

Adventurer - Professional daredevils, big-game hunters, relic hunters, explorers, extreme sports enthusiasts, fi eld scientists, thrill-seekers, and others called to face danger for a variety of reasons. This also includes athletes of all types, including gymnasts, weight trainers, swimmers, skaters, and those who engage in any type of competitive sport.Character Creation Cost: 12 points

Blue Collar - Those who make their living through factory work, food service jobs, construction, service industry jobs, taxi

drivers, postal workers, and other jobs that are usually not considered desk jobs.Character Creation Cost: 8 points

Celebrity - Anyone who, for whatever reason, has been thrust into the spotlight of the public eye. Actors, entertainers of all types, newscasters, radio and television personalities.Character Creation Cost: 10 points

Creative - Artists of all types who fan their creative spark into a career. Illustrators, copywriters, cartoonists, graphic artists, novelists, magazine columnists, actors, game designers, musicians, screenwriters, photographers, and web designers.Character Creation Cost: 8 points

Criminal - Those who work on the wrong side of the law. This occupation includes con artists, burglars, thieves, crime family soldiers, gang members, bank robbers, and other types of career criminals.Character Creation Cost: 8 points

Dilettante - Extreme upper class members who get their wealth from family holdings and trust funds. The typical dilettante has no job, few responsibilities, and at least one driving passion to occupy his day. That passion might be a charity or philanthropic foundation, an ideal or cause worth fi ghting for, or a lust for living a fun and carefree existence. Character Creation Cost: 20 points

Drifter - Aimless wanderers and world wise jacks-of-all-trades who move between cities working odd jobs until boredom or fate prods them to move on. Along the way, they learn strange customs and pick up interesting and diverse skills.Character Creation Cost: 8 points

Doctor - Anyone who makes a career in the fi eld of medicine. A doctor can be a physician (general practitioner or specialist), a surgeon, or a psychiatrist.Character Creation Cost: 14 points

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Emergency Services - Rescue workers, fi refi ghters, paramedics, hazardous material handlers, and emergency medical technicians.Character Creation Cost: 12 points

Entrepreneur - Small to large business owners who have a knack for putting together business plans, gathering resources, and getting a new venture off the ground. They rarely want to stick around after the launch, however, as they prefer to put their energies into the next big thing.Character Creation Cost: 12 points

Investigative - Bloggers, reporters, photojournalists, private investigators, police detectives, criminologists, criminal profi lers, espionage agents, and others who use their skills to gather evidence and analyze clues.Character Creation Cost: 10 points

Law Enforcement - This occupation includes uniformed police, state troopers, federal police, federal agents, SWAT team members, and military police.Character Creation Cost: 12 points

Military - Members of any of the branches of the armed forces, including army, navy, air force, and marines, as well as the various elite training units such as Seals, Rangers, and Special Forces.Character Creation Cost: 15 points

Novitiate - Those who draw quiet strength from their belief in a greater power. They do not necessarily have ties to a specifi c religion or denomination—their faith is enough. Some novitiates are lay clergy, counselors, motivational speakers, or social workers.Character Creation Cost: 10 points

Parapsychologist - Pseudoscientists who study a diverse array of disciplines in the hopes of quantifying and understanding unexplained phenomena. This occupation can be applied to amateur ghost hunters,

UFO buffs, or trained professionals seeking the truth about mysteries of the universe.Character Creation Cost: 8 points

Rural - Farm workers, hunters, and others who make a living in rural communities.Character Creation Cost: 8 points

Technician - Scientists and engineers of all types, anyone who makes their living off of a specialized knowledge of technology and its use. Character Creation Cost: 12 points

White Collar - Offi ce workers and desk jockeys, lawyers, accountants, insurance agents, bank personnel, fi nancial advisors, tax preparers, clerks, sales personnel, real estate agents, and a variety of mid-level managersCharacter Creation Cost: 10 points

Step Three: Purchase SkillsSkills augment a character’s basic aptitudes through study and practice within specifi ed fi elds of expertise. Most characters will gain a majority of their Skills though their Occupation, though additional Skills may be purchased in Character Creation, or later in gameplay via Advancement Points. Skills are grouped into collections called Skill Disciplines. When a character gains a rank in a Skill Discipline, this adds +1 to the value of each skill within the Skill Discipline. Characters may increase Skill Disciplines through character advancement, or may elect to increase individual skills. Increasing a Skill Discipline is more expensive than increasing an individual skill, but offers a broader range of utility. A character may never have more ranks in a skill than his Ability score in the Key Ability for that skill.

To make a skill check, roll:1d20 + skill modifi er(Skill modifi er = skill ranks + ability modifi er + miscellaneous modifi ers)

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Skill Ranks A character’s ranks in a skill are based on the number of skill points the character has invested in the skill. Some skills can be used even if the character has no ranks in the skill; doing this is known as making an untrained skill check.

Ability Modifi er The ability modifi er used in the skill check is the modifi er for the skill’s key ability (the ability associated with the skill’s use). The key ability of a skill is noted in its description.

Miscellaneous Modifi ersMiscellaneous modifi ers include bonuses provided by feats and penalties such as the ones associated with certain conditions, among others. A complete list of skills, along with their full description and how they function, can be found in Chapter 7: Skills.Character Creation Cost: Skill disciplines cost 5 points per rank. To purchase individual skills outside a discipline costs 2 points per rank.

Step Four: Purchase FeatsFeats are little tricks, edges, and techniques that help characters get by. Some Feats, listed as General Feats, are available to any character. Many Feats have specifi c prerequisites that a character must meet before they can take the Feat. These prerequisites could be knowledge of other Feats, being part of a certain Occupation, or having a certain number of ranks in a Skill. Some Feats have multiple prerequisites. For a full list of Feats including their system effects and prerequisites see Chapter 8: Feats.Character Creation Cost: Feats cost 2 points each + 1 point per prerequisite listed in the Feat’s description.

Step Five: Calculate Derived ScoresThe following traits are derived from the character’s Ability scores. The base values of these scores are derived via various methods, unique to each Derived Score, as detailed below.

DefenseA character’s defense score determines how well the character can avoid being hit and injured. Defense is equal to the average of the character’s Agility and Awareness scores. This is determined by adding Agility + Awareness and dividing the total by two. Round fractions up when determining a character’s defense score. Details on how defense works are provided in Chapter 4: Derived Scores.

Saving ThrowsGenerally, when a character is subject to an unusual or supernatural attack, he may roll a saving throw to avoid or reduce the effect. A natural 1 (the d20 comes up 1) on a Fortitude, Refl ex or Will saving throw is always a failure. A natural 20 (the d20 comes up 20) is always a success. The Diffi culty Class for a save is determined by the attack itself.

There are three types of Saving Throws, described below.

FortitudeFortitude measures a character’s vitality and health when resisting invasive, corrosive or toxic elements such as poison, paralysis or disease. A character’s Fortitude save is equal to the sum of his Strength and Stamina Modifi ers. Note that depending on the character’s Ability scores this can result in a character having a negative Fortitude score.

Refl exRefl ex measures a character’s ability to dodge massive attacks such as explosions or car wrecks. (Often, when damage is inevitable, a character gets to make a Refl ex save to take only half damage.) A

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